Having thought about the contents of Announce #5250 for a little bit, and about how I make use of the alias and queueing systems, I have a minor concern about the 10 command limit. I'll start by saying that in a lot of cases this isn't going to be a problem for me, but there are certain edge cases that aren't *that* uncommon where it's going to be an issue. I'll also say that I do a lot of tracking client-side via GMCP, triggers and scripts to reduce the number of commands I'm sending to the game, so I'm not making the game itself execute commands that will produce no actual effect. However, here's the worst case for an attack (not including non-essential, but desirable, things I currently include when attacking):
1. It's always a good idea to make sure you're standing before you attack, so I always have STAND as the first command. Total commands so far: 1
2. Then I need to make sure I'm mounted (there's no point in buying an invincible mount if you don't use it). Worst case, my mount is in a totally different room and I'm mounted on something else (e.g. urn mount), so I have to dismount, send a tell to summon my pet, drop that, then vault. Total commands so far: 5
3. I also need to make sure I'm wielding the correct weapons for what I want to do. Worst case, that's four commands to UNWIELD/SHEATHE/WHATEVER twice, then WIELD/DRAW/WHATEVER twice. WIELD <item1> <item2> does not play well (enough) with using weapon containers, and I spent a large amount of credits on customising those to match artefact weapons (plus adding non-decay and resetting), so I'm not exactly motivated to use that instead. Total commands so far: 9
That's nine commands before I've even thought about including an attack. For a lot of classes, there's more than one command you'll want to do as part of attacking; for Priest I have Zeal, smite (or a Devotion ability), ASSESS and CONTEMPLATE; Knight has falcon commands (track, slay, whatever), doubleslash/doublewhirl/whatever, plus something like fury (or dropping rites as a Paladin), and ASSESS.
If I absolutely have to, I can make some changes to live with this, but it's definitely going to be what I'd consider a loss of functionality (even if "functionality" is only defined by roleplay and aesthetics).
To avoid that, questions:
1. How arbitrarily was the cap of 10 commands chosen? Is increasing this to 15 a possibility without a significant drop in performance? I think that would probably cover my worst cases.
2. Alternatively (or in addition), can the limit on the QUEUE system be increased from 6 to 7? That would allow me to split things across two aliases in the situations where I do have more than 10 commands, without losing out on the number of queued commands I can have.
2. Can we get a full implementation of WIELD <item1> <item2> that (somehow) makes proper usage of weapon containers (before Friday)? I'm not entirely sure what that would look like in practice, to be honest, but the result would be a system that correctly stores wielded items in a designated corresponding container when needed to be unwielded to make room for something else.
Comments
Or am I mixing up the command separator having a limit and multi line aliases being unlimited?
Similar to Antonius, I have scabbards I’ve paid credits to have a custom draw message, and using the stock command of wield thing thing doesn’t make use of this. So I have to draw thing/draw thing, which is 2 commands instead of one.
I think upping the cap to 15 would work for most people that make use of these things so often, or if not maybe filtering commands like stand and wield/draw outside of the cap (which is functionally the same thing as just increasing the cap). I know it’s been being discussed by some to be enough of a change that they’re wondering if it’s even worth the work.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Results of disembowel testing | Knight limb counter | GMCP AB files
I have some classes, like Jester that I'd straight up shelf rather than try to manage the alias's. Having invested in artifact axes to maximize my speed, then trying to account for my Aussie ping and managing juggled throws means I need to do things like ARTIFACT RECALL ALL (in case someone picked one up) as well as GET AXE<ID> times 3 because a) I dont know which axe was thrown (and no, I cant throw by id or jester is just impossible with aussie ping) and b) there might be other axes on the ground and c) artifact recall all doesnt work if they're on the ground. I'll burn through half the limit with what I agree are uneccessary actions if you want to play it like the average schmuck, but absolutely required to make it work at the top end of efficiency.
I also have auxiliary systems like my parry system, or blocking system throwing commands into tables so they will execute on next balance, these all get squeezed in before the attack (as required, not uneccessarily at all). Or if I fire my mono alias, it will throw into the tables a bunch of commands to drop a flamed mono into my prequeue. Sure, I can queue just the mono drop, then separately do the rest of my command, but given my ping I then sacrifice a second to make sure something has worked before I move on.
Theres some things that I also use logic commands for simply because processing triggers on your action lines doesnt always tell the full picture, just as an example, my shikudo logic will always echo the command its running back to me, because you need to specifically know which strikes you applied attrition to. Getting that information from the point where you queue it, to the point where your processing the command can be convoluted when you have a half second ping, if you try to change your queue'd command then you dont know if that has made it in or not, so its safer to have your command echo back what it is.
When I look at my system and all the time it would take me to change the various parts, along with retesting, combined with all the individual class quirks...
Dont have the time for that overhaul, and not big on playing solely as a spectator, so I think I'd take a break.
Disappearing from Achaea for now. See you, space cowboy.
smileyface#8048 if you wanna chat.
We'll drop it to twenty on Friday with a mind to moving to fifteen in the near future. I do want us to get down to ten eventually, but we might need to implement some additional quality of life things to eliminate rp-based command necessities and similar before doing so.
We are going to make the separator have the same limit going forward, as well.